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This game of Multiworld Madness has grown too large for me to handle. What would you have me do?

Muster up remaining strength and complete the current chapter. Bring the game to a logical close, then reboot it.
- 32 (37.2%)
Same as 1, but a whole new game will be started instead, still Multiworld, but no longer Madness.
- 9 (10.5%)
Get just this last turn done and reboot the game. No point wasting energy if updating takes so long.
- 31 (36%)
Get the last turn done and start a new game project.
- 14 (16.3%)

Total Members Voted: 86


Pages: 1 ... 284 285 [286] 287 288 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409581 times)

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 126! I bet they didn't see that one coming.
« Reply #4275 on: March 31, 2009, 02:06:42 pm »

Alright, here it goes! It sure took a long time.

------------      
Turn 127      
------------      
Quote from: Kashyyk
   I use the headband to discern where the rest of the group is.   
|   You focus on your headband and try to locate the others of your group. The band complies surprisingly quickly, and when you activate it you can immediately see brightly glowing green dots in the distance, even through the walls of your cockpit. You steer your mech towards them and can soon see the truck near the crater. The figures of your teammates keep glowing, and you suddenly realise you're beginning to involuntarily turn towards the nearest team member in view, whether it's with thoughts, sight, or body. You close your eyes, but the figures can still be seen, drawing your attention towards them.   
Quote from: Jay Kayell
   I wrap my underwear chain around my lower body to cover up the hole in my shorts, can't have the equipment hanging out, you know?  Then I try to get rid of the headache.   
|   You wrap the underwear chain about your lower body, finally finding a use for it. The result looks embarassingly similar to a diaper, but you can't do anything about it. | You then focus on your headache, trying to drive it away, and actually succeed! The pain in your head is gone. But it suddenly reappears in your left arm, restricting its movements and draining its strength. In the course of the hour, it keeps fading and reappearing in various locations while you try to get rid of it, stopping in the legs.   
Quote from: Frelock
   I attempt to dominate the mind of the enemy, making them ineffective in combat.   
|   You focus your mind and try to affect the unseen enemy, but suddenly fall deeper into your trance, furthening your separation from the material plane. You realise this is happening when the mental images suddenly begin to fade and the enemy's mind disappears out of reach. | In desperation, you focus all of your willpower and manage to bring yourself to the real world, exhausted like a fish that swam up a waterfall.   
Quote from: Neo1096
   I assist the troops as best I can.   
|   Despite your flammable body coverage, you bravely rush to the help of the burning soldiers, using all available materials to put out the hellish flames they're engulfed by. A small squad car drives up, and the driver climbs out holding two large chemical fire extinguishers. You quickly snatch one from him, and unload the sparkling clear contents of the tank into a nearby large fire. Whatever was the fuel for the flaming inferno that broke loose here, the oversized watergun in your hands (though it's unlikely that there's only water in it) is pretty effective at negating it. The fire quickly dies down, revealing a charred corpse and a partially burned survivor sitting under a piece of wreckage from the fighter. You don't stop there, and keep fighting the fire with everyone else until it no longer threatens anyone. You gain some insights into firefighting.   
Quote from: Zako
   I fly back to the crash site by following the heat trail left by the dwarf and Neo. That or the sheer heat coming from the crash site.   
|   Finding the heat of the burning chemicals at the crash site is hardly a problem for you. You fly up and quickly gain speed, but are suddenly hit by a gust of strong wind and have to spend a lot of time fighting it to get back on course. By the time you arrive, the fire is largely put out, but the area where it was burning is mostly a big white-out for you.   
Quote from: LASD
   I use the truck's broken radio and other unimportant parts lying around to build a radio that we can use to listen to the communication of both sides.   
|   As you take out the truck's radio, a powerful feeling engulfs you, an unfamiliar desire to create something wondrous, no matter the cost to anyone else! After you emerge from the strange condition the feeling put you in, you only remember yourself running around wrenching various items and parts out of various places around you. You look beside yourself, and see a strange metal box. It's hexagonal, roughly a foot in diameter, 10cm thick, and polished to reflect light like nothing you've seen before. Your shining shield is like a tarnished penny compared to the brilliant shine of the box. You examine it, and don't see any sort of opening, button, or handle on its smooth surface. You think you can hear a faint low hum at the lowest threshold of your hearing emanating from the box, but the box does not vibrate. You don't know what the box does, but whatever you went through to create it has improved you - you suddenly feel a lot more knowledgeable about electronics.   
Quote from: andrea
   i will go to crash site and i will look for that enemy. time to try the new weapon…   
|   You decide not to risk lightning damage to the truck, and run northwards in a mundane manner. Your heavy gear slows you down, and the darkness isn't all too helpful, but you are nevertheless able to eventually reach the crash site. You see Neo helping a few troopers to finish off the last remnants of a once enormous fire.   
Quote from: chaoticag
   To the Crash Site!   
|   You turn to run to the site, but suddenly remember the Ashcraver. For some reason you can't bear the thought that the beautiful sword will be left out here…  You return, and grab it by the handle, then turn to run…  except now you can't run. At best, you can slowly drag yourself along the desert, huffing and puffing. You're tired now, and have barely walked a hundred meters away from the truck.   
Quote from: Gantolandon
   I try to detect the unknown enemy.   
|   You bend your mind on the situation around you, but even while unconscious you cannot detect the presence of any enemy. You clearly lack the telepathic ability required for such a feat.   
Quote from: Rooster
   (RTTAI:{2}) I practice my strength, using the truck as weight.   
|   You walk to the truck, and practice lifting its rear end. It's heavy enough, so you get some workout, but a sudden burst of flame that seemingly comes from everywhere at once changes your priorities to getting the hell away.   
Quote from: Boksi
   (RTTAI:{1}) I summon a massive fireball to practice my fire manipulation.   
|   You decide to get some serious practice with your ring, and focus on the fire manipulation it grants you. Channelling all of your willpower, you order the demon soul to create an enormous fireball, as huge and hot as is possible. Aiming into the distance, you concentrate and give the order to FIRE!!! Thin lines of piercingly bright light briefly flash before your eyes, and then suddenly all of your surroundings turn into flame. | Miraculously, the three-meters-across fireball actually took off and didn't so much as singe your hair as it engulfed you, possibly due to some innate backlash protection of the ring. The truck it flew next to was less lucky, suffering some moderate damage to its nonmetallic components. Rooster had to beat a hasty retreat when he was confronted with the flames, but ultimately suffered no lasting damage, though it did cause him some pain. The other people weren't anywhere near the fireball, and barely felt any warmth from it. You learn something from your experience - to never ask for "as huge as possible" again. Despite the largely negative effect of the event, you gain some insights into fire control.   
Quote from: korora
   <Travel Mode: Clan Smoke Jaguar Base>   
|   The valley borders suddenly end, the relatively narrow passage you've been following opens upon a vast lifeless plain. You think you can see something like a lake in the distance, but you're unsure of what you see. You try to follow the direction north, but the trace of the key is too weak to follow precisely, and you walk in erratic zigzagging patterns.   
------------      
NPC Actions:      
Allied:      
Quote from: Kosak Sidasin Lokumzuden
   The dwarf scours the field for anything not bolted down.   
|   Barely caring to avoid the flames, the dwarf happily runs through the inferno and picks out an odd-looking metal scalemail, that seems to fit him. He's too busy admiring it to notice that the clothes under his armor began to burn. Luckily, Neo was nearby to douse him before any damage was done.   
Quote from: Giant Bats
   The bats stay where they are and do nothing.   
      
Neutral:      
Quote from: Stirling's Fusiliers
   Some of the troopers remain to care for the wounded, while most of the rest run up the hill to find the enemy soldier who fired the missiles.   
|   The soldiers charge up the hill, shouting coarsely and shooting at nothing in particular. They soon reach the place where the missiles originated from, but their disappointed shouts indicate that they found nothing. | They continue the search, but they cannot find a thing in this darkness. The 'mechs rise to the top of the hill as well, and scan the surroundings with their sensors - still nothing.   
Enemy:      
Quote from: Unknown enemy
   …   
|   Whatever the enemy was doing, there's no trace of him now. He either made a very very quick run for it, or hid somewhere and is planning his next move.   
------------      
Background: [5+2]   A quick look at the dwarf's scalemail reveals it to be a heavy infantryman's vest, or rather the remains of one, destroyed by fire. Only the metallic base of the vest has remained, while all the cloth and padding materials have burned away. The dwarf is still happy with his acquisition. Frelock can still feel shreds of thoughts coming from the enemy - he's still within his range. Boksi noticed that his fireball went off towards the mountain, and splattered in a bright plume on a cliff face in the distance. You can't tell what kind of damage it did.   
------------      
Environment:   Night. (-1 sight, accuracy, dodge, and movement to everyone who depends on light to see) The air is cold. (statistic penalties to constitution)   
------------      
Free items:      
Light infantry armor vest:   Somewhere in the LV area 2. Can protect upper body. +1 against pierce damage.   
Various assorted rocks and small leftover debris from the truck in LV area 2.      
Unidentified yellowish box embedded in a hillside in LV area 3.      
------------      
Artifacts:      
Spoiler: The Ashcraver (click to show/hide)
---------      
Locations:      
Planet Wayside V:   The planet seems to be barren as a whole. The sky is green here, and the air is cold. Or maybe it's just autumn here.   
Large Valley:   A rather dull and barren, though very large, rocky valley covered by reddish clay soil with patches of some unknown weeds or moss. Filled with broken rock and debris. Sloping mountains or plateaus many kilometers tall seem to surround it.   
   Sub-area 1: The place you initially appeared at.   
   Sub-area 2: Where your truck was destroyed by an aerospace fighter (and later rebuilt). Mostly everyone is here.   
   Sub-area 3: Somewhere far north of Area 2 - the fighter crashlanded there. And subsequently exploded, leaving a large crater and killing the crew of the two scout buggies sent by Fusiliers. Frelock, Neo, and the dwarf are here, as well as a convoy of trucks, light mechs, and infantry - now in disarray and on fire.   
Fusiliers' main camp:   A small military camp set up amidst the hills in the large valley. Mechs patrol its perimeter. All of you are at a spot some distace away from it.   
   "Overlord"-class Dropship "Bullrun": A big egglike spaceship designed to go to and from a planet's surface. Armed with several turrets and protected by thick armor. It's been attacked on its descent and is undergoing repairs.   
---------      
Vehicles:      
Spoiler: Wolf Trap (click to show/hide)
Spoiler: Phoenix Truck (click to show/hide)
« Last Edit: March 31, 2009, 02:23:18 pm by Sean Mirrsen »
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 126! I bet they didn't see that one coming.
« Reply #4276 on: March 31, 2009, 02:07:46 pm »

Character Status:      
Quote from: Boksi
Location:   Standing in the large valley, area 2.   
Health:   Unharmed.   
Equipment:   Darkfire halberd (right hand), backpack, Steel full helm, Carl Moebius armor jacket, jean shorts, underwear.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Andrea
Location:   Standing in the large valley area 3.   
Health:   Unharmed.   
Equipment:   Gnarled steel staff (right hand), light Gauss rifle (left hand), Iron splinted leather, Bronze plated greaves, copper high boots.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Korora
Location:   In the large valley, bordering vast plains. Travelling towards the Jaguars' base. (ETA: 44 hours)   
Health:   Mostly undamaged. Large dint on the forehead.   
Equipment:   Nothing.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Chaoticag
Location:   Standing in the large valley, area 2.   
Health:   Unharmed. Mild pain.   
Temporary Status:   Tired (-1 physical)   
Equipment:   Wooden broadsword (right hand), Vibroblade long dagger (left hand), Steel chestplate, Copper chainmail, Hard leather leggings, Copper plated boots, cloth gauntlets.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Gantolandon
Location:   Held by the Wolf Trap, in the large valley area 2.   
Health:   Several small scars on the body and limbs. Mild to moderate burns on arms and body.   
Temporary Status:   Deep Trance (failguard)   
Equipment:   Bone axe (right hand), roll of foil (left hand), Infantry helmet, bone platemail, bone gauntlets, bone high boots, sweater, underwear.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Frelock
Location:   Sitting in the large valley, area 3.   
Health:   Unharmed.   
Temporary Status:   Weary(-1 mental, -1 physical), Surrounded by TK field.   
Equipment:   Steel quarterstaff (right hand), shortbow (body), plant vine necklace, backpack, silk robe, leather sandals.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Kashyyk
Location:   Piloting the Wolftrap, in the large valley area 2.   
Health:   Undamaged.   
Equipment:   RPG-7 (right hand), leather hold-all bag.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Rooster
Location:   Standing in the large valley, area 2.   
Health:   Unharmed. Pain (-1 mental)   
Equipment:   Steel battleaxe (1st right hand), Metal suitcase (3rd left hand), Microscope (2nd left hand), Studded leather armor.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: LASD
Location:   Sitting in the cabin of the truck, in the large valley, area 2.   
Health:   Bruised, battered and scratched.   
Equipment:   Aluminium tower shield (left hand), mechanic's kit (right hand), Iron chain cuirass, Iron chain gloves, Iron chain greaves, Iron low boots, Handmade suit and top hat, underwear.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Jay Kayell
Location:   Standing in the large valley area 2.   
Health:   Unharmed. Headache (-1 mental).   
Equipment:   Heavy laser pistol (right hand), Vibroblade long dagger (left hand), backpack, plate cuirass, infantry armor vest, stretchy shorts, undergear.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Zako
Location:   Standing in the large valley area 3.   
Health:   Lightly bruised.   
Equipment:   Nothing.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Neo1096
Location:   Standing in the large valley, area 3.   
Health:   Unharmed.   
Equipment:   Flechette launcher (right hand), Chemical Extinguisher (left hand), backpack, infantry armor vest, cloth jacket with pockets, underwear.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
NPC Status:      
Quote from: Kosak Sidasin Lokumzuden
Location:   Standing at the large valley area 3.   
Health:   Scratched, bruised.   
Equipment:    Iron staff (right hand), Short metal scalemail (left hand), Full suit of adamantine/steel plate armor.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
« Last Edit: March 31, 2009, 04:43:11 pm by Sean Mirrsen »
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

andrea

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4277 on: March 31, 2009, 03:19:30 pm »

i look for the unknown enemy and kill him. using the staff.

i just decided to call the staff GIMA, at least for a while. not sure yet... i have to think more about it. i would like to use it before realy giving it a name

(gima comes from "G"narly "M"etal "S"aff. i know it should have been gims but ... i don't know. it came out that way. maybe i mistyped in my head. quite odd. maybe it could be gimes)

Jay Kayell

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4278 on: March 31, 2009, 03:27:54 pm »

You forgot to remove my headache.

I go to the crash site, and I detach a pair of shorts from the underwear wrapping and wear them while throwing the rest away.
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Decapitation - enjoy the difference

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4279 on: March 31, 2009, 03:31:44 pm »

Oh, yeah. Will do.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Frelock

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4280 on: March 31, 2009, 04:12:34 pm »

Wait, am I still in the lesser trance, or did I wake up completely?

If I'm still in the trance, I'll try to increase my mental strength, so that I am better able to perform mental actions.

If I'm completely awake, I'll try to sense what the enemy is going to do next.  Work on the telepathic dodge, should he attack, or try to point him out to the others, should he hide.
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4281 on: March 31, 2009, 04:21:20 pm »

Oh. Forgot your status change. Yeah, you're awake and should be weary.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Jay Kayell

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4282 on: March 31, 2009, 04:30:41 pm »

My abilities section has been placed in my inventory section, I think there is something wrong with the spoiler tags.
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4283 on: March 31, 2009, 04:39:29 pm »

Uh... they kinda... disappear periodically. Especially when I delete inventory lines and forget to add them back.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Boksi

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4284 on: March 31, 2009, 06:28:47 pm »

Ah, so that was what I was forgetting. And that's what happens when you forget to do stuff; the RNGod plays dice with you.

Still though, this might be useful. I think I'll continue training in a slightly less-destructive way. I've got this mech-combat game I think is based off this 'verse too, and it had overheating as a big concern, so fire might be able to be an effective anti-mech weapon, providing it is hot.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

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Zako

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4285 on: March 31, 2009, 08:37:47 pm »

You didn't put me in LV 3 in the descripions of the areas.

I should get rid of this vision mode somehow. I use my regeneration to give me an alternate vision mode while preserving my ability of heat vision. I want to be able to switch between the two. I use my second regeneration to increase the amount of heat my muscles make.
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4286 on: April 01, 2009, 06:00:47 am »

Zako, that action has (had) the potential to go all kinds of wrong. I've rolled it already, so no action change for you. ;)
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4287 on: April 01, 2009, 07:23:31 am »

I'll go ramble about some stuff if you don't mind. Since you lack a monster manual, and the setting is obvious, I'll give you a rundown of what you're currently up against without you having to search for anything. I don't mean to say I don't intend to kill any of you at this point, because you've already had your share of fun, and the current roster is a tiiny bit too large. But, you stand a nice chance of suddenly dying in any case, so what the heck.

First, a note on LASD's ability, in case it's not obvious. You can try to identify any electronic item once, and only once. You'll be able to try again if your skill upgrades enough. Identifying will tell you the exact function of the item. You can still try and find out what the item does through experimentation.

Now, to the pain.
The enemy, the Jaguars, have at their disposal around two hundred omnimechs. These things go from light to assault (30 to 100 tons), and usually pack lethal weaponry. I mean ALWAYS pack lethal weaponry. Here are the weapons you're likely to have aimed at you in this world (let's say you rolled a 5 on World Lore):

- Machine guns and Arrays. These are about the only normal weapon on a 'mech, but rest assured they always load AP rounds. MG Arrays roll for hitting with each individual MG. And Clans usually pack the Array variant.
- Autocannons. These 'mech-size assault rifles come in several varieties and sizes. Sizes range from the light, but long-range AC/2, to the devastating AC/20. Normal AC shoot slugs of varying caliber. LB-X cannons shoot cluster rounds with many pellets - a shotgun, more or less. The Clans also have the Ultra Autocannons - these can do twice the damage in a single salvo. All AC have anti-armor bonuses, LB-X boosts the user's Accuracy roll but decreases damage, Ultra cannons can do two attacks on one target in one turn, rolling for accuracy of each shot. The AC/20 and its derivatives cannot be fired more than once in a combat turn due to reload time.
- A Gauss Rifle accelerates a round metallic slug to tremendous velocities. Getting hit by one will result in a very unpleasant death, but thankfully the actual rounds are usually no larger than a foot in diameter, so accuracy and luck have a great factor here. Light Gauss Rifles are still too large to be human-carried, but can be mounted on vehicles. Heavy gauss rifles can blow a hole through two 'mechs, so don't go near them. The Clan version is no more dangerous for a change, it's just smaller and lighter. These devastating weapons take a good while to reload though - any Gauss Rifle can't shoot more than once in a Combat turn.
- Lasers. The Small laser is the only kind you can survive being hit with, and only if you're tremendously lucky. A direct hit of a Medium laser vaporizes unprotected flesh. Ditto for Heavy lasers, these will likely vaporize you whole. Pulse variants of these lasers are even worse, because a prolonged burst is more likely to hit you. The Clans top that off with increased range for their variants. If you successfully survive the Laser damage roll, you'll have to roll for Heat damage too.
- A PPC, or Particle Projection Cannon, uses lots of charged particles - it's similar to a lightning gun in more than one way, so electricity protection applies. Unfortunately, it also deals sheer thermal damage. There's a Light PPC in existence, but mechs rarely have it. The Clan version, as well, has increased range.
- Flamers. Normally, fire is just dangerous. Sticky liqud napalm that's being sprayed at you from an oversized fire hose? Now that's just nasty. Clan flamers are simply smaller, but that means more of them can be present on any given mech. Flamer fire is chemical in nature, so cannot be put out through conventional means like dropping and rolling. Jumping into water will still cool it and put it out, but using a special chemical solution is the best way of dealing with it. It's designed to burn through mech armor (or at least overheat it), so it makes quick work of human flesh.
- Finally, Missiles. These come in a lot of variants, but there are little principal differences between an SRM and an LRM. An SRM is short-ranged but powerful, an LRM is long-ranged but not as powerful. SRM are dangerous because of blast radius, LRM are dangerous because a particularly irate mechwarrior on a Catapult can shower you with 80 of them. In general, avoid getting hit by any of these directly, but the blast waves are usually survivable for infantry. The larger the rack that is emptied into you, the bigger an accuracy bonus the shooter gets. However, there are some special cases.
- Inferno SRM. The best way to make sure the enemy chokes on a gallon of napalm is shove it into his face. The Inferno are large short-range missiles loaded with the sticky burning napalm. They burst a short distance before the target, showering it with fire, but otherwise deal little damage.
- Thunder LRM. If you see someone shoot a barrage of LRM way too high over you, don't celebrate yet. They might just be Thunders. The Thunder LRM are fragmentation missiles loaded with mines. Each missile carries five nice presents, which can be anything from Inferno charges to vibrobombs. The Thunder LRM's charges will explode only if sufficiently damaged (by, say, falling on someone's head) or set off after they land. If the mines rain on you, you can dodge them on an Agility check, and if you succeed a Speed dodge, you can run out of the minefield before it activates. If you set off a mine, you don't get a dodge roll, only damage.
- Arrow VI. I don't know HOW you would have to piss someone off to get targeted by one, but there. The Arrows are large cruise missiles designed to bust bunkers and rip assault mechs inside-out. You don't want to be anywhere near the point of impact.

-----
Now that we're through with weapons, I'll also say that all Omnimechs have large bonuses against Slash, Tear, and Pierce, but they are so large they present a very good target to an infantryman - meaning you get accuracy bonuses if you're close to them.

Next, on to the power armor!
The Elementals are Clan power troopers. They're jumpjet-equipped, have small lasers and SRM's. And power claws that can tear armor off 'mechs. They're also a good two heads taller than any normal human even without their power armor. The armor has a defence against Slash, Pierce, Tear, Bash, Fire, and Laser damage, grants strength and endurance bonuses, and provides automatic healing of moderate wounds. The Elementals themselves also have improved strength and agility. In short, never take them on in a fistfight.

There, did I miss anything? I know I might've twisted some rules, but I think that's acceptable for a forum game. Any Battletech experts out there?
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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chaoticag

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4288 on: April 01, 2009, 07:35:44 am »

I travel to the crash site.
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andrea

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Re: RTD - Multiworld Madness. Turn 127! New artifact inbound! Fire at will!
« Reply #4289 on: April 01, 2009, 09:51:33 am »

Light Gauss Rifles are still too large to be human-carried, but can be mounted on vehicles.

mmm?



by the way... people, we can't fight these enemyes.
we have to find other ways to get the key.
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